Class VisionOSImageBasedLight
Inherited Members
Component.GetComponentIndex()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Scene)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: Unity.PolySpatial
Assembly: solution.dll
Syntax
public class VisionOSImageBasedLight : MonoBehaviour
Properties
Blend
The blend parameter to use if both image sources are specified (e.g., 0.25 to include 25% of the first and 75% of the second). Note that this value is not clamped to [0, 1]; similar to Mathf.LerpUnclamped, values outside [0, 1] will amplify the difference between the two sources.
Declaration
public float Blend { get; set; }
Property Value
Type | Description |
---|---|
float |
FirstSource
The first image source, if any.
Declaration
public Texture FirstSource { get; set; }
Property Value
Type | Description |
---|---|
Texture |
InheritsRotation
If true, the image based light will inherit the world space rotation of the GameObject containing it.
Declaration
public bool InheritsRotation { get; set; }
Property Value
Type | Description |
---|---|
bool |
IntensityExponent
The power of two to use as the image based light's intensity. For example, a value of 0.0 yields a linear intensity of 1.0; a value of 1.0 yields an intensity of 2.0, a value of 2.0 yields 4.0, etc.
Declaration
public float IntensityExponent { get; set; }
Property Value
Type | Description |
---|---|
float |
SecondSource
The second image source, if any. If both images are present, they will be blended together according to the Blend property.
Declaration
public Texture SecondSource { get; set; }
Property Value
Type | Description |
---|---|
Texture |